5.2 PTR: Throne of Thunder Dungeon Journal, Loot Preview

The Dungeon Journal was updated in the latest PTR build to include details on more Tier 15 encounters, such as Jin'rokh the Breaker, Dark Animus, and Twin Consorts. Encounter testing is happening pretty frequently on the PTR, so hopefully this will be a handy reference during 5.2 raid testing! You can also check out the Effect section on each of the spell pages to see how hard everything hits for in LFR, normal, and heroic difficulty.

We also have a teaser of some normal (ilvl 522) and heroic (ilvl 541) loot. This is very preliminary as the names and models are clearly placeholders and there are some obvious itemization holes, as well as no mention of Thunderforged items. It's still neat to get a sense of what stat budgets are for Tier 15 though. (Again, I can't stress enough how preliminary the items are.)

Dungeon Journal

When Pandaria separated from Kalimdor many thousands of years ago, a veil of mist kept outsiders from discovering the newly-formed continent. The mists also hid a reminder of an ancient evil: Lei Shen's Throne of Thunder. During his rule, this fortress was the seat of the Thunder King's power. Even after his death, great swathes of corrupted energy lingered, and now, the resurrected Thunder King and the Zandalari trolls intend to harness that energy to establish the reign of Lei Shen once again.

Jin'rokh the Breaker

When the Thunder King awoke, he rewarded the most loyal and ambitious Zandalari trolls with power beyond their wildest dreams. The berserker Jin'rokh was one of the first to receive the King's blessing, and even though Lei Shen's gifts nearly tore his body apart, the troll is now capable of calling the fury of the storm in battle.

Fluidity: All players standing in Conductive Water receive Fluidity, granting 40% increased healing and inflict 30% increased damage. However, all players standing in Conductive Water also take 80% increased Nature damage.

Conduction: Many of Jin'rokh the Breaker's abilities travel through Conductive Water, inflicting Nature damage to all players in that Conductive Water.

Electrified Waters: Jin'rokh the Breaker infuses the Conductive Water with storm energies, removing Fluidity and inflicting 35000 Nature damage every second to all players remaining in the Conductive Water.All players standing in Conductive Water still take 80% increased Nature damage.

Static Burst: Jin'rokh the Breaker performs a quick strike, dealing 95000 to 105000 Nature damage to all players. After 3 sec., this applies Static Wound to his current target.

Static Wound: Jin'rokh the Breaker statically constricts the target, inflicting 18000 Physical damage per stack when taking melee attacks. This effect stacks but dissipates gradually while not in Conductive Water.

Focused Lightning: Jin'rokh the Breaker creates an orb of Focused Lightning, which fixates on a player. The Focused Lightning detonates upon reaching that player, inflicting 142500 to 157500 Nature damage to all players within 5 yards.This orb also pulses 38000 to 42000 Nature damage every half second to other players within 5 yards.

Lightning Fissure: If the Focused Lightning detonates outside of Conductive Water, a Lightning Fissure forms. This field of unstable energy inflicts 47500 to 52500 Nature damage every 1 second to players within 3 yards.

Conduction: A Lightning Fissure contacts a Conductive Water, removing the Lightning Fissure and inflicting 71250 to 78750 Nature damage to players standing in that Conductive Water.

Implosion: A Lightning Fissure implodes upon contact with another Focused Lightning, inflicting 237500 to 262500 Nature damage to all players.

Thundering Throw: Jin'rokh the Breaker throws his current target at a distant Mogu statue, breaking the statue and inflicting 243750 to 256250 Physical damage. Additionally inflicts 190000 to 210000 Nature damage to other players within 14 yards of the point of impact, stunning them for 9 sec.Conductive Water erupts from the broken statue, forming a pool on the ground.

Lightning Storm: Jin'rokh the Breaker commands a fierce Lightning Storm, inflicting 66500 to 73500 Nature damage to all players every second for 15 sec.Furthermore, the Lightning Storm electrifies Conductive Water.

[PH] Lightning Strike: [PH] Lightning Strikes several spots in the room during the storm. These hurt. Each strike diffuses lightning throughout the room, which deals nature damage upon contact. Dodge them.

Horridon

The Zandalari brought powerful creatures with them to the Isle of the Thunder King to use as engines of war. Led by the War-God Jalak, the dinomancers of the Zandalari Beast Ward use ancient tribal magics to strengthen the great beasts and command obedience. The horns of Horridon, the fabled mount of Jalak himself, can tear through the stone walls of a keep as a blade cuts silk.

Triple Puncture: A brutal tri-horned strike that inflicts 462500 to 537500 Physical damage and increases the damage taken from Triple Puncture by 10% for 1 min. This effect stacks.

Double Swipe: Horridon swings his massive head and tail to and fro, inflicting 277500 to 322500 Physical damage to players in a 35-yard cone in front of and behind himself. This effect happens twice.

Charge: Horridon charges at a random player, performing a Double Swipe once he reaches their location.

Venom Bolt Volley: The Venomous Effusion unleashes a spray of vile toxins that inflicts 13875 to 16125 Nature damage to all enemies instantly, and 13875 to 16125 Nature damage every 3 sec for 1 min. This effect stacks.

Living Poison: When a Venomous Effusion is created, a pool of Living Poison forms beneath it. Living Poison inflicts 185000 to 215000 Nature damage to enemies within 8 yards every 1 sec and wanders around.

The Drakkari:War-God Jalak will call upon the Drakkari tribe to enter the arena third.

Risen Drakkari Warrior: Once called to action, Risen Drakkari Warriors pour from the Drakkari tribal door until it is destroyed.

Uncontrolled Abomination: The foul necromantic magics that animated the last remnants of the Drakkari tribe left them bereft of intelligence and purpose, causing the Risen Drakkari to attack random targets.

Risen Drakkari Champion: Once called to action, Risen Drakkari Champions pour from the Drakkari tribal door until it is destroyed.

Uncontrolled Abomination: The foul necromantic magics that animated the last remnants of the Drakkari tribe left them bereft of intelligence and purpose, causing the Risen Drakkari to attack random targets.

Drakkari Frozen Warlord: A total of three Drakkari Frozen Warlords will jump down from the arena stands once the Drakkari are called to action.

Mortal Strike: A powerful blow inflicts 300% weapon damage and leaves the player wounded, reducing the effectiveness of any healing received by 50% for 8 sec.

Frozen Orb: Summons an orb of frozen power that shoots a bolt of frost at a nearby enemy target every 1 sec, inflicting 185000 to 215000 Frost damage and slowing movement speed by 20% for 2 sec.

The Amani:War-God Jalak will call upon the Amani tribe to enter the arena last.

Amani'shi Protector: Once called to action, Amani'shi Protectors pour from the Amani tribal door until it is destroyed.

Amani'shi Flame Caster: Once called to action, Amani'shi Flame Casters pour from the Amani tribal door until it is destroyed.

Fireball: Hurls a ball of fire at a random player, inflicting 69375 to 80625 Fire damage.

Amani Warbear: A total of three Amani Warbears will jump down from the arena stands once the Amani are called to action.

Swipe: The warbear swipes with its claws, inflicting 166500 to 193500 Physical damage to players in a 0-yard cone.

Amani'shi Beast Shaman: Amani'shi Beast Shaman ride atop the powerful Amani Warbears and can be attacked once the Warbear has fallen.

Chain Lightning: The Beast Shaman calls upon the spirits of the storms to inflict 83250 to 96750 Nature damage to a player. Chain Lightning can jump to another player within 5 yards, affecting 3 total targets and increasing damage by 50% per jump.

Hex of Confusion: Hexes a player for 30 sec, giving them a 50% chance to injure themselves for 55500 to 64500 Physical damage when casting a spell or using an ability.

Dino-Mending: The dinomancer channels a beam of healing energy at Horridon, healing 1% of Horridon's maximum health every 1 sec.

Dino Form: At 50% health, the dinomancer transforms into a powerful Devilsaur, increasing Physical damage dealt by 50% but preventing the dinomancer from casting Dino-Mending.

Orb of Control: When the Zandalari Dinomancer transforms, it drops its Orb of Control. A player can interact with the orb to temporarily dominate Horridon's mind, forcing the beast to charge into a tribal door. Destroying a tribal door prevents additional members of that tribe from entering the arena.

Headache: Charging into a tribal door gives Horridon a terrible headache, stunning him for 10 sec.

Cracked Shell: Horridon's shell cracks after ramming into a door, increasing damage taken by 50%. This effect stacks up to 4 times.

War-God Jalak: After all four tribes have been called, or when Horridon has been damaged below 30% health, War-God Jalak himself will enter the arena.

Rampage: War-God Jalak's death causes Horridon to go on a rampage, increasing damage dealt by 100% and attack speed by 100%.

Council of Elders

The history of the troll tribes -- the Drakkari, the Farraki, the Amani, and the Gurubashi -- is awash with millennia of betrayal and conflict, but the Zandalari's promise of a new, unstoppable empire has finally united these disparate troll leaders.

The Spirit of Gara'jal: The spirit of Gara'jal the Spiritbinder possess a councillor, empowering their abilities and causing them to generate Dark Energy. The spirit remains in a councillor until they suffer 25% of their maximum health in damage. Once the spirit is forced out, it rushes to inhabit a new councillor, resets Dark Energy to 0, and leaves behind the Lingering Presence effect.

Lingering Presence: When the Spirit of Gara'jal leaves a councillor, it leaves behind the Lingering Presence effect. This effect increases all damage done by 5% and increases the rate that Dark Energy is generated by 5% for the remainder of the fight. This effect stacks.

Dark Power: If a councillor reaches 100 Dark Energy they will begin to cast Dark Power every second. Dark Power inflicts 5500 Shadow damage to all players and increases in damage by 10% with each cast.

Soul Fragment: Every other time the Spirit of Gara'jal is forced out of a councillor, he leaves behind a Soul Fragment.Soul Fragments possess a random player, inflicting 35000 Shadow damage every 5 sec. until the Soul Fragment is passed to another player. In addition, each time the Soul Fragment deals damage, it applies Shadowed Soul to that player.

In 25-Player Heroic Difficulty, a Soul Fragment is created every time that the Spirit of Gara'jal is forced out of a councillor.

Shadowed Soul: All damage taken increased by 2% for the remainder of the fight. This effect stacks.

Frost King Malakk:

Frigid Assault: Frost King Malakk imbues his weapons with ice, causing his melee attacks to inflict 97500 Frost damage. In addition, each melee attack applies the Frigid Assault effect. The Frigid Assault effect will stun the target for 15 sec if it reaches 15 stacks.

Biting Cold: Frost King Malakk shrouds a player in ice, inflicting 110500 Frost damage and afflicting them with Biting Cold. Biting Cold causes the player to inflict 110500 Frost damage to all allies within 4 yards every 2 sec for 30 sec.

Frostbite: Frost King Malakk uses this ability while possessed by the spirit of Gara'jal.Frost King Malakk shrouds a player in ice, inflicting 126750 to 133250 Frost damage and afflicting them with 5 stacks of Frostbite. Frostbite causes the player to inflict 38025 to 39975 Frost damage per stack of Frostbite to all allies within 4 yards every 2 sec for 30 sec.Stacks of Frostbite are reduced by 1 for each player that stays within 4 yards of the player afflicted with Frostbite. The number of stacks of Frostbite cannot be reduced below one.

In 10-Player modes, 2 stacks of Frostbite are removed for each player within 4 yards.

On Raid Finder difficulty, 4 stacks of Frostbite are removed for each player within 4 yards.

Body Heat: When a player is hit by an ally's Frostbite, they begin to lose Body Heat over 8 sec. Once Body Heat expires, the player is Chilled to the Bone and no longer able to contribute to reducing the number of stacks of Frostbite an ally has for 8 sec.

Kazra'jin:

Reckless Charge: Kazra'jin rushes towards a random player's location, inflicting 97500 Nature damage to all players in a line to his target and knocking all players within 5 yards back when he lands.

Overload: Kazra'jin uses this ability after performing a Reckless Charge while possessed by the spirit of Gara'jal.Kazra'jin becomes electrified, stunning himself for 20 sec and reflecting 25% of all damage taken as Nature damage.

Discharge: Kazra'jin uses this ability after performing a Reckless Charge while possessed by the spirit of Gara'jal.Kazra'jin becomes electrified, stunning himself for 20 sec and reflecting 14% of all damage taken as Nature damage to all players.

Sul the Sandcrawler:

Sand Bolt: Sul the Sandcrawler hurls a bolt of sand at a random player's location, inflicting 180375 to 209625 Nature damage to all players within 5 yards of the targeted location.

Quicksand: Sul the Sandcrawler summons a pool of Quicksand at a random player's location, afflicting them with Entrapped.Quicksand inflicts 162500 Nature damage every second to all players within 7 yards and causes them to become Ensnared.

Ensnared: Quicksand pools cause players to gain a stack of Ensnared every second they are inside of it. Ensnared reduces movement speed by 15% per stack.If Ensnared reaches 5 stacks, players become Entrapped.

Entrapped: Players at the location of a pool of Quicksand being created or that reach 5 stacks of Ensnared are rooted in place for 30 sec.

Sandstorm: Sul the Sandcrawler uses this ability while possessed by the spirit of Gara'jal.Sul the Sandcrawler summons a sandstorm that inflicts 45500 Nature damage to all players every second for 8 sec, and animates all existing pools of Quicksand, transforming them into Living Sand.

Living Sand: Living Sand creatures rise from pools of Quicksand whenever a Sandstorm occurs, and remain active until they are killed.When a Living Sand dies, it creates a new pool of Quicksand at their location.

Fortified: Living Sand that are still active when a sandstorm occurs become fortified. This effect heals the Living Sand to full and increases all damage done by 100% until they are killed. This effect stacks.

Treacherous Ground: Quicksand pools that overlap with one another will combine into a single pool of proportionately larger size.Living Sand risen from Quicksand pools that have combined into larger pools have their health and damage increased by 125% for each pool that has combined.

Wrath of the Loa: High Priestess Mar'li strikes a player with the Wrath of the Loa, inflicting 150312 to 174687 Holy damage.

Blessed Loa Spirit: High Priestess Mar'li summons a Blessed Loa Spirit at her location. The spirit will move towards Mar'li's ally with the lowest remaining health and heal them for 5% of their maximum health if the spirit is not killed before reaching its target.If the spirit is still alive after 20 sec. it will instantly jump to its target and heal them for 5% of their maximum health.

Wrath of the Loa: High Priestess Mar'li uses this ability while possessed by the spirit of Gara'jal.High Priestess Mar'li strikes a player with the Wrath of the Loa, inflicting 82500 Shadow damage.

Shadowed Loa Spirit: High Priestess Mar'li uses this ability while possessed by the spirit of Gara'jal.High Priestess Mar'li summons a Shadowed Loa Spirit at her location. The spirit fixates on a random player and pursues them for 20 sec, instantly killing them if the spirit comes within 6 yards of the player.If the spirit is still alive after 20 sec it will instantly jump to its target and kill them.

Twisted Fate: High Priestess Mar'li uses this ability while possessed by the spirit of Gara'jal.High Priestess Mar'li rips the souls from two random players and links them together. Each soul pursues the soul it is linked to and inflicts 250000 Shadow damage to all players every 3 sec. The damage of Twisted Fate is reduced the further each soul is from the other.When a soul dies, severing the link between the two, the remaining soul begins to inflict 100000 Shadow damage every 3 sec.

Tortos

Over the millennia, small amounts of mogu flesh-shaping magic seeped into the caverns below the Thunder King's citadel. The dark energies warped one of the chamber's native dragon turtles, melding it to the surrounding crystalline walls. Known as Tortos, this amalgamation of flesh and stone has since feasted on the cave's rich mineral deposits and grown to a colossal size.

Call of Tortos: Tortos lets out a rumbling call, causing several smaller turtles to enter the area and attack players.

Whirl Turtle:

Spinning Shell: The turtle chases players around the room, spinning rapidly and continuously inflicting 28500 to 31500 Physical damage to enemies within 0 yards and knocking them away.

Shell Block: The turtle hides in his shell at low health, gaining immunity to all damage. While in this state, the turtle can be kicked across the room by players, applying Shell Concussion to any creatures it hits along the way.

Shell Concussion: When kicked, the shell spins forward, interrupting enemies it touches and leaving them off-balance, increasing the damage they take from all sources by 15% for 30 sec.

Rockfall: A lightning-charged stalactite falls from the roof of the cave, inflicting 1374 to 1748 (+ 150% of SpellPower) Nature damage to enemies within 0 yards and 31500 to 38500 Nature damage to enemies within 20 yards.

Quake Stomp: Tortos performs a massive stomp that inflicts Physical damage to all enemies equal to 100% of their maximum health and increases the frequency of Rockfalls for 9 sec.

Drain the Weak: Drains health when attacking targets with less than 350000 current health, inflicting 20% of weapon damage as Physical and healing the caster for 50 times the damage dealt.

Crystal Shell: The crystal reacts when struck, encasing the attacker in a shell that absorbs all incoming damage and healing. Initially the shell will absorb up to 100000 damage, but healing absorbed by the shell is added to this total, up to a maximum of 500000. The shell breaks when it cannot absorb any more damage.

Megaera

Even the most callous among the mogu quaver at the thought of the dark experiments performed at the Thunder King's behest. Long ago, a young cloud serpent was twisted into a multi-headed hydra and left to languish beneath Lei Shen's throne. Now the twisted creature lurks deep in the Forgotten Depths, awaiting the moment it may finally inflict its terrible agony upon others.

One Body, Many Heads:When one of Megaera's heads is destroyed, her body takes damage equal to the head's maximum health and two heads regrow in its place.

Flaming Head:

Cinders: Megaera's Flaming Heads use this ability when they are within the Concealing Fog.Flaming Heads ignite a random player, inflicting 125000 Fire damage and an additional 55000 Fire damage every 1 sec for 30 sec. In addition, players afflicted with Cinders will cause Icy Ground to melt when they come into contact with it.When Cinders is removed, a pool of flames is created at the target's location that persist for 1 min. The pool inflicts 125000 Fire damage every 1 sec. to all players within 5 yards.

In Heroic Difficulty, Cinders creates a pool of flames at the target's location every 3 seconds.

Ignite Flesh: Megaera's Flaming Heads breathe flames on all players in front of her, inflicting 142500 to 157500 Fire damage every second for 3 sec. Players hit by Ignite Flesh burn for 45000 additional Fire damage every second for 45 sec. This effect stacks.

Frozen Head:

Torrent of Ice: Megaera freezes the ground with a torrent of ice. The torrent inflicts 47500 to 52500 Frost damage every 0.5 second at the point of contact, and leaves behind Icy Ground.

Icy Ground: The ice inflicts 47500 to 52500 Frost damage every 0.5 second and reduces movement speed by 5% per stack. At 10 stacks, the target becomes Frozen Solid.

Arctic Freeze: Megaera's Frozen Heads breathe ice on all players in front of her, inflicting 142500 to 157500 Frost damage every second for 3 sec. Players hit by Arctic Freeze begin to freeze solid and are stunned for 20 sec. if they reach $139843U stacks of Arctic Freeze.

Venomous Head:

Acid Rain: Megaera's Venomous Heads use this ability when they are within the Concealing Fog.Megaera's Venomous Heads spit a globule of acid at a random player, inflicting 350000 Nature damage to all players upon impact. The damage of Acid Rain is reduced the further players are from the point of impact.

Rot Armor: Megaera's Venomous Heads breathe corrosive gas on all players in front of her, inflicting 142500 to 157500 Nature damage every second for 3 sec. Players hit by Rot Armor take 10% increased damage from all sources for 45 sec. This effect stacks.

Arcane Head:

Nether Bomb: Megaera spits an orb of arcane energy near a random enemy location. If the Nether Bomb lands on a player, it inflicts 356250 to 393750 Arcane damage and causes the player to become Empowered. If the Nether Bomb is not absorbed by a player, it inflicts 95000 to 105000 Arcane damage to all players.

Empowered: The nether energy flows through players, increasing all damage done by 50%, healing done by 50%, and Arcane damage taken by 100%.

Diffusion: Megaera's breath inflicts 57000 to 63000 Arcane damage every 0.5 seconds for 1 sec to players within a 100-yard 60-degree cone.Additionally, all players damaged by the breath are affected by Consuming Magic.

Rampage: Megaera begins to rampage whenever more than 2 of her heads are outside of the Concealing Fog, inflicting 55000 Elemental damage to all enemies every second.In addition, Megaera will rampage for 20 seconds whenever one of her heads is cut off and the damage of each element is increased by 75% for each additional head of that element.

Hydra Frenzy: Whenever one of Megaera's heads is killed, the heads remaining outside of the Concealing Fog are healed to full and attack 30% faster. In addition, the cooldown of Ignite Flesh, Arctic Freeze, Rot Armor and Diffusion are reduced by 30%. This effect stacks.

Elemental Blood of Megaera: Megaera's elemental blood increases the damage of all heads of the same type by 10% whenever a new head of that element is created. This effect stacks.

Megaera's Rage: Megaera's heads outside of the Concealing Fog will begin to spit at random players when there are no enemies in melee range. This effect inflicts 243750 to 256250 Elemental damage to all enemies within 5 yards upon impact.

Concealing Fog: Megaera's body and distant heads are shrouded by thick, swirling fog and are unable to be attacked directly.

Ji-Kun

Mogu flesh-shapers discarded their failed creations in an abyssal shaft beneath Lei Shen's keep. The reek of decay lured many scavengers to the refuse pit, including the great Ji-Kun. Ruthless and cunning, the monstrous bird devoured her rivals one-by-one until she held sole dominion over the shadowy tunnel.

Stages of Life:Ji-Kun's young are located throughout the roost and progress through different stages of life:- Young Egg of Ji-Kun -> Hatchling -> Fledgling- Ji-Kun Fledgeling's Egg -> Juvenile- Mature Egg of Ji-Kun -> Juvenile

Young Egg of Ji-Kun: Eggs in the nests located around Ji-Kun's roost will periodically hatch. The hatching process takes 20 sec from the time the egg is incubated. Once the egg hatches, a hatchling will emerge.

Hatchlings: Hatchlings will call for Ji-Kun to feed them shortly after spawning. If a hatchling senses food nearby they will attempt to feed. If a hatchling successfully feeds it will mature into a Fledgling.

Cheep: The hatchling yells with all their might at their current target, inflicting 45000 to 55000 Physical damage.

Fledglings: Fledglings will fly up to the main nest then focus on attacking players and can spawn incubated eggs.

Lay Egg: Fledglings will lay eggs that are already incubated. When these eggs hatch they spawn a Juvenile.

Wing Buffet: The Fledgling flaps its wings quickly, pushing back all enemies in front of them.

Mature Egg of Ji-Kun: Mature Eggs of Ji-Kun take longer to incubate and spawn a Juvenile when the incubation process is complete.

Juvenile: Juveniles quickly take to the air and fly over the main platform of Ji-Kun. Juveniles periodically drop Pools of Goo for as long as they're alive.

Pool of Goo: Pool of Goo inflicts 80000 Nature damage every second to all players standing in it.

Feed Young: Ji-Kun spits up globs of food for her young. If a hatchling has called out for food Ji-Kun aims this ability at their cries, otherwise they will land at random locations around Ji-Kun's platform. When the food lands on the ground it forms a Feed Pool.While a glob of food is traveling through the air, players can intercept it to prevent a Feed Pool from forming. Doing so afflicts the player with Slimed.

Slimed: After intercepting Ji-Kun's food globules the player suffers 150000 Nature damage over 30 sec. This effect increases the damage of the next Slimed by 10% when it expires. The increased damage effect stacks.

Talon Rake: Ji-Kun uses her talons to pierce through the armor of her current target. Talon Rake inflicts 114 to 126% weapon damage as Physical damage and increases the damage received by the victim from future Talon Rakes by 50% for 1 min.

Quills: Ji-Kun sends her quills about the entire roost, inflicting 112500 to 137500 Physical damage to all players every 1 sec for 10 sec.

Down Draft: Ji-Kun flaps her wings violently, sending all enemies on her platform outward. Down Draft persists for 8 sec.

Caw: Ji-Kun cries out at 2 random players, sending piercing sound waves at their locations. When the waves reach their destination they inflict 270000 to 330000 Physical damage to all targets within 8 yards of the impact.

Caw: Ji-Kun cries out at 5 random players, sending piercing sound waves at their locations. When the waves reach their destination they inflict 270000 to 330000 Physical damage to all targets within 8 yards of the impact.

Daedalian Wings: When an egg or hatchling from the lower nests located around Ji-Kun's roost is slain it leaves behind a feather for players to loot. This feather grants the player Daedalian Wings. Daedalian Wings grants the player an extra action button that allows players to take flight for 8 sec.

Flight: Players who have the Daedalian Wings buff can take flight for 8 sec.

Durumu the Forgotten

Lei Shen commanded his sorcerers to mold an aberration that could peer into the hearts of his followers and detect betrayal. From this decree, Durumu was given life. The clever entity stubbornly obeyed its masters until the Thunder King's death, at which time it disappeared into the citadel's labyrinthine corridors. Only recently has Durumu, all but forgotten by the mogu, emerged from hiding.

Hard Stare: Durumu focuses his gaze on his current target and inflicts 135 to 165% weapon damage as Physical damage on them. Victims of this attack suffer a Serious Wound and an Arterial Cut.

Arterial Cut: Victims of Arterial Cut suffer 40000 Physical damage every second until they are restored to full health.

Gaze: If Durumu has no valid melee targets he will instead Gaze at all players, inflicting 50% weapon damage as Physical damage.

Disintegration Beam: Durumu will focus his gaze into a beam of pure destruction directly in front of him. Players who are caught in the beam are killed instantly. While focusing this beam Durumu will slowly turn in either direction and his Roving Eye will create a maze of Eye Sores across the platform.

Roving Eye: Durumu summons a Roving Eye that will create a maze of Eye Sores across the platform whenever he channels his Disintegration Beam.

Eye Sore: Eye Sores inflict 125000 Arcane damage to victims within their area of effect every second.

Stern Eye: Stern Eyes are created as part of the Roving Eye's maze Pattern around the circumference of Durumu's Platform. Stern Eyes gaze directly back at Durumu and will focus on players inside the inverted thirty-degree cone area in front of them. The cone is widest at the edge of the platform and tapers off to a point at Durumu's location in the center of the platform.The closest players inside this area will be victim to Stern Gaze.

Stern Gaze: Stern Eyes inflict Arcane damage to the closest 5 players based on how far they are from the Stern Eye.

Stern Gaze: Stern Eyes inflict Arcane damage to the closest 2 players based on how far they are from the Stern Eye.

Walls of Ice: Durumu summons three walls of ice to impede players as they attempt to move around the platform. The individual sections of each ice wall have their health linked and will shatter when any section has been sufficiently damaged.

Colorblind: Durumu spawns a Blue Eye, Red Eye, and a Yellow Eye to cast three color beams targeting random players in the raid. Once the initial beam completes, the eye focuses a cone on the target for the duration of the Colorblind sequence. Players in each cone split damage equally and will gradually suffer more damage the longer they are within the cone's area of effect.Each cone will reveal a specific creature that is normally invisible.

,6 These cones persist until players have found and vanquished all Burning Eyes.

In Raid Finder Difficulty, these cones persist until player have found and vanquished one fog beast of ech color.

Burning Eye: Burning Eyes are only revealed by the red rays of the Red Eye's Infrared cone.

Caustic Spike: Burning Eye's cast Caustic Spike at random players while it is revealed by the Infrared cone of the Red Eye. Caustic Spike inflicts 80000 Physical damage to the victim.

Flash Freeze: If a Cold Eye leaves the area of Blue Eye's Blue Rays it will explode for 92500 to 107500 Frost damage to all players.

Flash Freeze: If a Cold Eye leaves the area of Blue Eye's Blue Rays it will explode for 92500 to 107500 Frost damage to all players. Cold Eyes will also cast this spell whenever they are slain.

Biting Chill: Cold Eyes will respawn in a random location on the platform after they have been defeated.

Mind's Eye: Durumu summons a Mind's Eye that will cast Force of Will periodically.

Force of Will: The Mind's Eye focuses intently towards a random player. Players caught in the Mind's Eye's gaze when this ability finishes are knocked back.

Hungry Eye: Durumu will summon a Hungry Eye that will cast Life Drain on players.

Life Drain: The Hungry Eye focuses its gaze on a random player and begins to draw out their life force, stunning them for 15 sec. Life lost from the victim is added to Durumu's health pool.The longer the Hungry Eye is allowed to focus on any given player the more life will be drawn from the victim. Hungry Eyes drain the life of the closest player between it and the initial target.

Dark Parasite: Dark Parasites course through the victim, inflicting Shadow damage every second. The amount of damage increases the longer the parasite is allowed to infect its host.Dispelling the parasites from the victim causes the parasites to morp into a Dark Plague.

Dark Plague: When Dark Parasites are cleansed they morph into a Dark Plague. Dark Plague's duration is equal to the duration remaining when Dark Parasites was cleansed and will spawn a Roving Eye every 3 seconds.

Roving Eye: Roving Eyes are spawned from victims of Dark Plague and will attack a random player.

Devour: Roving Eyes inflict 50000 Shadow damage to their chosen host every two seconds. Any damage the Roving Eye suffers is copied to the host.

Lingering Gaze: The Appraising Eye lobs a shadowy missile at two random players. When the missile lands it will create a zone that will persist until the end of the encounter. Players entering this zone suffer 75000 Shadow damage every second.

Lingering Gaze: The Appraising Eye lobs a shadowy missile at five random players. When the missile lands it will create a zone that will persist until the end of the encounter. Players entering this zone suffer 75000 Shadow damage every second.

Lingering Gaze: The Appraising Eye lobs a shadowy missile at three random players. When the missile lands it will create a zone that will persist until the end of the encounter. Players entering this zone suffer 75000 Shadow damage every second.

Primordius

Deep within the bowels of Lei Shen's island citadel, mogu flesh-shapers formed the saurok out of a magical substance of unknown origin. When the citadel was abandoned, some experiments languished in the dark pools for far too long....

Primordial Strike: Primordius claws at his current target, inflicting 647500 to 752500 Physical damage to all players in a 7-yard cone.

Malformed Blood: The heavily-mutated blood within Primordius spreads to his current target, inflicting 10000 Nature damage every 3 sec and causing the afflicted player's attacks to Congeal Blood, inflicting 20000 additional Nature damage to Living Fluids and Viscous Horrors. This effect lasts 1 min and stacks.

Evolution: When Primordius is mutated by enough Living Fluids and Mutagenic Pools, he evolves. Evolution increases all damage dealt by Primordius by 10% and grants him a new mutaiton. This effect stacks. Primordius can only have 3 mutations at any time.

Mutation: Pathogen Glands: Allows Primordius to spray a Volatile Pathogen at a player, inflicting 60000 Nature damage to an enemy player every 1 sec and summoning a Living Fluid.

Mutation: Metabolic Boost: A hyperactive metabolism allows Primordius to use abilities more often and increases attack speed by 50%.

Mutation: Erupting Pustules: Pustules erupt every 5 sec, showering the area with corrosive blood that inflicts 277500 to 322500 Nature damage within 2.5 yards of the impact.

Living Fluid: Living fluid seeps from the pools surrounding Primordius's lair and slowly make their way to Primordius.

Mutate Primordius: If a Living Fluid reaches Primordius, it is absorbed, increasing Primordius's current mutation level.

Mutagenic Pool: When a Living Fluid dies, it leaves behind a Mutagenic Pool that can mutate Primordius or players.

Mutate Primordius: When Primordius steps on a Mutagenic Pool, it is absorbed, increasing Primordius's current mutation level.

Mutate Player: When player steps on a Mutagenic Pool, it is absorbed, inflicting 185000 to 215000 Nature damage and causing a mutation. Each helpful mutation recieved by a player increases the chance that the next mutation will be harmful by 10%. If a mutated player is dispelled, all mutations are removed.

Helpul Mutation: Thick Bones: The player's bones become thick and powerful, increasing all stats by 10%. This effect can stack up to 10 times.

Harmful Mutation: Fragile Bones: The player's bones become thin and brittle, reducing all stats by 10%. This effect can stack up to 10 times.

Helpful Mutation: Clear Mind: The player's mind becomes clear and focused, increasing Mastery by 10%. This effect can stack up to 10 times.

Harmful Mutation: Clouded Mind: The player's mind becomes clouded and unfocused, reducing Mastery by 10%. This effect can stack up to 10 times.

Helpful Mutation: Improved Synapses: The player's neural synapses fire more quickly, increasing Haste by 10%. This effect can stack up to 10 times.

Harmful Mutation: Dulled Synapses: The player's neural synapses fire more slowly, reducing Haste by 10%. This effect can stack up to 10 times.

Deadly Mutagen: If a Viscous Horror gets close to Primordius, the mixture of mutative energies will cause it to explode, inflicting 924999 to 1074998 Nature damage to all players.

Dark Animus

During his reign, Lei Shen labored to build a mechanical servant that would defend his citadel without fear. When his first attempt failed, rage took hold of the Thunder King. He poured this negative emotion into his next, and most successful, creation: the Dark Animus. To this day, the ornate construct observes its duty, empowered by the mysterious substance at the heart of all mogu flesh-shaping experiments.

Powered by Anima: Anima Golems cannot act or use abilities without Anima to power them. Anima capacity is limited by the size of the golem; larger golems can hold more of the stuff. The Dark Animus has the largest capacity. Many of its abilities cannot be used until it reaches specific Anima levels.Defeating any size Anima Golem will cause the Anima that was powering them to flow into the nearest golem with enough available capacity.

Critically Damaged: Some of the Anima Golems found in 10 player difficulties have sustained severe damage. These golems can still absorb Anima, but cannot act or use abilities.

Crimson Wake: Anima repeatedly explodes upward from the ground in a line that accelerates toward a random target. Crimson Wake will pursue the target for up to 30 seconds. Enemy targets hit by the explosions suffer 190000 to 210000 Fire damage.

Massive Anima Golem:

Matter Swap: Dematrixes the target enemy's matter. When this effect is removed, the target swaps places with its most distant ally and Arcane damage equal to the target's maximum health is split between them. The portion of the total damage shifted to the target's ally increases each second.

Explosive Slam: The golem slams the ground, inflicting 307125 to 322875 Fire damage to enemies within 12 yds. of his target. Enemies struck are seared, increasing the damage of subsequent Explosive Slams for 25 sec.

Dark Animus:

Activation Sequence: The Dark Animus must run through its activation sequence before it can attack or use abilities. This process takes 1 min.

Siphon Anima: The Dark Animus periodically drains up to 4 Anima from each smaller golem. This spell will never drain the last point of Anima from a functioning golem.

Touch of the Animus: The Dark Animus periodically corrupts a random target, inflicting 60000 Fire damage every 5 for the remainder of the encounter.

Anima Ring: Upon reaching 10 Anima, the Dark Animus gains the ability to form several spheres in a circle around the target. The spheres move toward the center of the circle. Enemy targets that touch a sphere will consume it, increasing the damage they take from melee attacks by 50% and inflicting 0 Fire damage over 15 sec. This effect stacks.

Anima Font: Upon reaching 25 Anima, the Dark Animus gains the ability to further corrupt a target already afflicted by Touch of the Animus, causing them to spew Anima bolts at nearby locations every 1 sec. Enemies struck by the bolts suffer 0 Fire damage.

Empower Golem: Upon reaching 50 Anima, the Dark Animus gains the ability to target an active golem at random from among those with the least Anima, healing it for 10% health and increasing all damage it deals by 100% for the remainder of the encounter. If there are no active golems that haven't already been empowered, Animate Golem will be cast instead.

Empower and Animate: Targets a powered down golem at random, animating it and increasing all damage it deals by 100% for the remainder of the encounter.

Interrupting Jolt: Upon reaching 75 Anima, the Dark Animus gains the ability to release a burst of energy, inflicting 195000 to 205000 Nature damage and interrupting the spellcasts of all players.

FULL POWER: Upon reaching 100 Anima, the Dark Animus gains the ability to unleash a torrent of Anima bolts that strike at random targets. Each bolt inflicts 475000 to 525000 Fire damage to enemies within 5 yds. of the impact point.

Molten Overload: When he reaches maximum molten energy, Ro'shak will overload and combust, casting Molten Inferno every 1 sec until he is degraded of molten energy. This effect will temporarily increase his damage dealt by 50%.

Unleashed Flame: Ro'shak incinerates the largest cluster of enemies he can find, inflicting 400000 Fire damage split evenly among targets within 10 yards. Discharging this flame will relieve Ro'shak of 30 Molten Energy.There must be at least 3 targets clustered in order to get Ro'shak's attention.

Unleashed Flame: Ro'shak incinerates the largest cluster of enemies he can find, inflicting 400000 Fire damage split evenly among targets within 10 yards. Discharging this flame will relieve Ro'shak of 30 Molten Energy.There must be at least 5 targets clustered in order to get Ro'shak's attention.

Arcing Lightning: Quet'zal zaps a random player with Lightning, stunning them and causing them to shock nearby allies for 14625 to 15375 Nature damage. This effect jumps to nearby allies, causing them to also pulse with electricity.They are stunned until another player pulls them out of the storm. If they die while under the effect of Lightning Storm, then Arcing Lightning will zap a random player.

Windstorm: Quet'zal pulls all players into the eye of a rushing windstorm. Players suffer 17550 to 18450 Nature damage every 1 second until they are able to exit the storm. Damage, healing, and absorption effects cast while inside the windstorm are decreased by 80%.Once the storm is over, some rushing winds will linger.

Dead Zone: Dam'ren will directionally shield himself. Standing in the dead zone will cause all incoming and outgoing attacks to miss.

Freeze: Dam'ren freezes a random player. After 1-5 sec, Dam'ren will then Shatter them, inflicting 58500 to 61500 Frost damage to all enemies.

Spark of the Molten Flare: Ro'shak: In Heroic difficulty, Ro'shak will attack players alongside Dam'ren. He will cast Unleashed Flame on the largest clump of enemies he can find. If he cannot find a clump of enemies, he will instead cast it on a random target.

Freeze Spear: Frozen Blood: Dam'ren strikes Iron Qon's spear with ice, freezing the ground around it. Coming into contact with the frozen ground will inflict 58500 to 61500 Frost damage instantly and slow the player's movement, melee, ranged, and casting speeds by 25%. This effect stacks while standing within the area of frozen blood.

Iron Qon's Last Stand:Having lost his prime quilen mounts, Iron Qon faces you himself. In addition to his previous attacks, he gains new abilities.

Fist Smash: Having no spear in hand, Iron Qon smashes the ground violently, inflicting 14625 to 15375 Physical damage to all players every 0.75 sec for 7 sec.

Ignite Cyclone: Iron Qon ignites a random cyclone, causing it to burn all players for 9250 to 10750 Fire damage every 2 sec.

Freeze Cyclone: Iron Qon freezes a random cyclone, causing it to entomb players in ice on contact. The player will take damage equal to 5% of their maximum health every 2 sec.

Twin Consorts

The Twin Consorts are said to be greatest of the Thunder King's treasures. Rumored to be the only known female mogu in existence, Lei Shen keeps his trophies close and their combined arsenal against interlopers closer.

Darkness Falls: Lu'lin's Luminosity:

Lu'lin, Mistress of Solitude:

Moon Lotus: Lu'lin sprouts a lovely Moon Lotus, which casts Slumber Spores in each direction. Coming into contact with Slumber Spores will put the player to sleep for 5 sec.This effect may only occur in darkness. During dusk or daytime, the Moon Lotus will remain but no longer bloom.

Cosmic Barrage: Lu'lin dances in place, summoning a barrage of stars. At the end of her dance, she will command the stars to attack. Each star will select a random player and crash to them, inflicting 243750 to 256250 Arcane damage to all players within 8 yards of the target, knocking them back.This effect may only occur in darkness.

Beast of Nightmares: Lul'lin pulls a beast from her target's Nightmares, commanding it to attack! This beast may only be attacked by the target on whom it is fixated. Healing this target will cause the corrupted healing effect.This effect may only occur in darkness. During dusk or daytime you may still attack the beast, but no more beasts will be summoned.

Lurkers in the Night: Lu'lin calls forth the Lurkers of the Night. Lurkers barrage random targets with darkness, inflicting 6800 to 9200 Shadow damage.Exposing Lurkers to Suen's daylight will reveal them, allowing them to be attacked and killed. They will also naturally appear during dusk and daytime.

Suen, Mistress of Anger:

Tears of the Sun: Suen appears briefly during the night, attacking players and channeling the Tears of the Sun. Tears of the Sun inflicts 58500 to 61500 Fire damage to random players over the course of the channel.After she finishes channeling Tears of the Sun, she will dissipate into the night.

Light of Day: Suen appears briefly during the night, beaming a ray of sunlight at a random target, inflicting 185000 to 215000 Fire damage to all players 8 yards of her selected player. She will then dissipate into the night. Light of Day will instantly melt any Ice Comets with which it comes into contact.

Blazing Daylight: Suen's Fury:

Suen, Mistress of Anger:

Fan of Flames: Suen slices rapidly at her target with a burning fan, inflicting weapon damage as Fire and increasing the amount of Fire damage taken by25%.Suen will only use this during Daytime.

Flames of Passion: Suen leaps at a random distant target, inflicting 138750 to 161250 Fire damage and knocking all nearby enemies away. She will leave a lingering trail of flames as she returns to her primary target.

Blazing Radiance: Suen burns brightly during the day, inflicting 15660 to 20340 Fire damage to all players every 2 seconds. Releasing this energy will cause a stacking effect every time it pulses, increasing the damage dealt by Suen's Fire attacks by 15660 to 20340%.Blazing Radiance will melt Ice Comets. The closer Suen is to an ice comet, the more quickly it will melt.

Light of Day: Suen beams a ray of sunlight at a random target, inflicting 185000 to 215000 Fire damage to all players within 8 yards of her selected player.Light of Day will instantly melt any Ice Comets with which it comes into contact.

Nuclear Inferno: Suen channels a nuclear inferno, blasting the raid for 292500 to 307500 damage every 5 seconds.While she is channeling this effect, her ranged and spell deflection is increased by 100%. Her dodge chance is increased by 100% as well.

Lu'lin, Mistress of Solitude:

Ice Comet: Lu'lin peers briefly from her veil of darkness, calling forth an Ice Comet around a random player. The ice comet inflicts 185000 to 215000 Frost damage to all enemies within 6 yards of the selected player, and leaves an ice comet in its place.

Icy Shadows: If light is shone at the Ice Comet, it will cast a shadow. Standing in Icy Shadows reduces Fire damage taken by 80%.

Break of Dusk: The Dance of the Consorts:During the Dusk, the Twins will retain some of their abilities, and gain the following abilities.

Lu'lin, Mistress of Solitude: Upon her death, it will be daytime again. Blazing Radiance will stack once again, and Suen will use her daytime abilities.

Tidal Force: Protective icy waters encase Lu'lin and burst outwards, inflicting 146250 to 153750 Frost damage on impact. While she is channeling this effect, her ranged and spell deflection is increased by 100%. Her dodge chance is increased by 100% as well.

Elixir of the Jade Moon: Lu'lin imbues her sister with the Elixir of the Jade moon, healing her for 5% of her life if she is within 0 to 10 yards.

Suen, Mistress of Solitude: Upon her death, it will be night time again. Moon Lotuses will bloom, Beasts of Nightmares will spawn, and Lu'lin will use her night time abilities.

Nuclear Inferno: Suen channels a nuclear inferno, blasting the raid for 292500 to 307500 damage every 5 seconds.While she is channeling this effect, her ranged and spell deflection is increased by 100%. Her dodge chance is increased by 100% as well.

Celestial Aid:

Niuzao: Fortitude of the Ox: A player may choose to invoke the spirit of Niuzao by selecting his faded image. Upon doing so, the player must trace the Niuzao's constellation.Upon completion, Niuzao will appear and bless players with Fortitude of the Ox which Temporarily grants all players additional maximum health. After the effect expires, the health is lost. This effect lasts 15 sec.

Chi-Ji: A Rush of Cranes: A player may choose to invoke the spirit of Chi-Ji by selecting his faded image. Upon doing so, the player must trace the Chi-Ji's constellation.Upon completion, Chi-Ji will appear and swarm the battlefield with cranes. These cranes inflict 4875000 to 5125000 damage to enemies with which they come into contact.

Yu'lon: The Serpent's Vitality: A player may choose to invoke the spirit of Yu'lon by selecting his faded image. Upon doing so, the player must trace the Yu'lon's constellation.Upon completion, Yu'lon appears and breathes life into players, causing them to regenerate 1374 to 1748 (+ 150% of SpellPower) health and 19500 to 20500 mana every 1 sec. for 15 sec.

Xuen: The Tiger's Celerity: A player may choose to invoke the spirit of Xuen by selecting his faded image. Upon doing so, the player must trace the Xuen's constellation.Upon completion, Xuen appears and imbues players with the Tiger's Celerity. The player is moving so quickly that time slows down, affecting the movement, casting, and projectile speed of all enemies. Players will be able to avoid abilities that were previously unavoidable.

Lei Shen

Tyrant. Dictator. Conqueror. Emperor. These titles of the Thunder King were earned by bringing absolute misery to every race of Pandaria. Resurrected into a world where his people no longer rule, Lei Shen is bent on ending the farce and bringing the land under his heel once more.

Lightning Conduits:While Lei Shen is in range of a Lightning Conduit he will power it, granting him an additional ability specific to that Lightning Conduit. The energy level of the Conduit increases the longer Lei Shen is charging it, increasing damage dealt by the granted ability. When the Conduit's power reaches 100 energy, it will increase the level of the Conduit, and the Conduit's energy will reset to 0.

North Conduit: Static Shock: Lei Shen charges the target with Static Shock after 8 sec. Static Shock inflicts 1000000 Nature damage divided among all players within 8 yards.As the level of the Static Shock Conduit increases, the number of targets Lei Shen afflicts with Static Electricity will also increase.

East Conduit: Diffusion Chain: Inflicts 97500 to 102500 Nature damage, chaining to nearby enemies. When an enemy is hit by Diffusion Chain, a Diffused Lightning spawns at the location.As the level of the Diffusion Chain Conduit increases, the spawned Diffused Lightning elementals grow more powerful.

In Heroic, the Diffused Lightning will fixate on the player that it spawned from.

South Conduit: Overcharge: Lei Shen Overcharges a target player. The player becomes rooted and after 6 sec causes Overcharge to burst, creating a torus of electric energy around the target to quickly expands creating a ring with a safe area in the middle. Inflicts 146250 to 153750 Nature damage, stunning effected targets for 3 sec.As the level of the Overcharge Conduit increases, the number of targets Lei Shen afflicts with Overcharge will also increase.

West Conduit: Bouncing Bolt: Lei Shen conjures Bouncing Bolts that target random locations on the ground. Each Bolt inflicts 107250 to 112750 Nature damage split among enemies within 6 yards. If the Bouncing Bolt does not impact with an enemy, an Unharnessed Power is formed, and the Bouncing Bolt will bounce again.As the level of the Bouncing Bolt Conduit increases, the number of Bouncing Bolts that Lei Shen conjures will also increase.

Unharnessed Power: When Bouncing Bolts impact the ground and are not absorbed by enemies, an Unharnessed Power is unleashed.

Stage One: Thunderstruck!:Lei Shen equips his Axe, Thunder, which he can throw with deadly accuracy and cause lightning to strike the ground wherever it lands. Lei Shen will charge any Conduit that he is near.

Discharged Energy: If Lei Shen is not charging a Conduit, he will Discharge electricity, inflicting increasing Nature damage every 0.5 sec.

Maim: If the target of Decapitate gets far enough from Lei Shen, they are safe from Decapitation and instead are merely maimed.

Thunderstruck: Lei Shen winds up to hurl his axe at a target location, inflicting 1462500 to 1537500 Nature damage to nearby enemies. The damage inflicted decreases the farther away an enemy is from the impact point.

Overloaded Circuits: The Conduit with the highest charge after Supercharge Conduits expires becomes Overloaded, disabling the Conduit. An Overloaded Conduit inflicts 73125 to 76875 Nature damage every 1 sec to that quadrant of the room.

Stage Two: Lightning Will End You!:Lei Shen equips his Polearm, Lightning, allowing him to call lightning from the sky. Lei Shen will charge any Conduit that he is near.

Discharged Energy: If Lei Shen is not charging a Conduit, he will Discharge electricity, inflicting increasing Nature damage every 0.5 sec.

Fusion Slash: Lei Shen slashes at the target with his polearm, inflicting 536250 to 563750 Nature damage and increases damage taken by Fusion Slash by 50% for 45 sec.

Summon Ball Lightning: Inflicts 243750 to 256250 Nature damage to enemies within 6 yards and creates a Ball Lightning at the location.

Ball Lightning: The Ball Lightning rushes towards the farthest enemy, inflicting increasing Nature damage based on the distance it traveled to the target.

Lightning Whip: Lei Shen cracks a Lightning Whip across the floor, inflicting 731250 to 768750 Nature damage to enemies within 80 yards in front of him, leaving a Lightning Bolt behind on the ground that can be avoided by jumping over it.

Overloaded Circuits: The Conduit with the highest charge after Supercharge Conduits expires becomes Overloaded, disabling the Conduit. An Overloaded Conduit inflicts 73125 to 76875 Nature damage every 1 sec to that quadrant of the room.

Stage Three: Master of Thunder and Lightning:Lei Shen equips both his Axe and Polearm wielding both Thunder and Lightning against his enemies. Lei Shen cast Overwhelming Power and consume all electricity from the Throne of Thunder, destroying any remaining functional Conduits, preventing them from being activated anymore.

Overwhelming Power: Lei Shen absorbs all of the electrical power from the Throne of Thunder, destroying any remaining functional Conduits, preventing them from being activated anymore. Overwhelming Power causes his melee attacks to inflict 14625 to 15375 Nature damage over 1 sec.

Ra-den

Lei Shen's life changed forever when he stumbled into a dark chamber below what are now the Mogu'shan Vaults. Legend has it he found an ancient titan keeper guarding a miraculous device known as the Engine of Nalak'sha. No one knows what transpired between the two beings, but Lei Shen later emerged from the site bristling with the power to forge an empire. The keeper's fate -- and his current whereabouts -- remain a mystery.

Heroic Only:Ra-den is only available on Heroic difficulty.

Shrouded in Mystery:There are no scholars with any recollection or record regarding the details of Ra-den's powers. Perhaps these memories have been obscured by the passage of time, or perhaps none who saw the Keeper of Storms in battle ever lived to speak of what they witnessed....

Shrouded in mists since the world was sundered ten thousand years ago, the ancient realm of Pandaria has remained unspoiled by war. Its lush forests and cloud-ringed mountains are home to a complex ecosystem of indigenous races and exotic creatures. It is the homeland of the enigmatic pandaren, a race that celebrates life to the fullest even while under siege by an ancient menace.

Sha of Anger

The Sha of Anger, the physical manifestation of rage, has escaped from the Shado-pan Monastery in Kun-Lai Summit. Amid the brutal conflicts gripping Pandaria, the dark entity has grown ever more powerful. Recently, the sha has been seen wandering Kun-Lai, using negative energies to corrupt everything the being encounters.

Seethe: The Sha of Anger projects seething anger at his current target if no players stand within his melee attack range. Seethe inflicts 74000 to 86000 Shadow damage and increases Shadow damage taken by the player by 10% for 20 sec.

Endless Rage: The anger brought by the Alliance and Horde to Pandaria flows through the Sha of Anger, erupting forth as a shower of Sha energy. Each missile inflicts 92500 to 107500 Shadow damage to players within 3 yards of the impact point and summons forth an Ire and a cloud of Bitter Thoughts.

Ire: A manifestation of anger summoned by the Sha of Anger's Endless Rage.

Bitter Thoughts: The cloud of Bitter Thoughts prevents all players within 3 yards from either attacking or casting spells. The cloud persists for 1 min.

Aggressive Behavior: The affected player erupts with anger, causing the player and all allies within 5 yards to fall under the control of the Sha of Anger for 30 sec. Increases damage dealt by 200% and maximum health by 200%. Aggressive Behavior is removed if the player falls below 50% remaining health.

Stage Two: Unleashed Wrath:Upon reaching 100 rage, the Sha of Anger unleashes its wrath upon its enemies. This phase lasts until the Sha of Anger's rage reaches 0.

Salyis's Warband

The ruthless saurok roam Pandaria, stealing what they can and harassing the island's other inhabitants. The most infamous of these reptilian pillagers are Chief Salyis and his warband. For years, the saurok commander and his raiders have stormed through the Valley of the Four Winds atop Galleon, a colossal and well-armed mushan that is more a moving fortress than a simple mount.

Impaling Pull: The Warmonger uses an Impaling Pull to bring a distant target towards them and inflict 27750 to 32250 Physical damage.

Nalak, The Storm Lord

When Lei Shen discovered a rare clutch of thundering cloud serpents, he was awed, and set to subjugating them. The largest hatchling fiercly resisted, and when Lei Shen visited the handling pens, he laughed mightily at the charred mogu that lined the walls. He took the hatchling for his own, and for its obedience, granted it power over the storms and the sky. For thousands of years following the death of the Thunder King, Nalak has guarded the walls of his hidden citadel, awaiting his return.

Arc Nova: A pulse of electric energy inflicts 350000 Nature damage to players within 35 yards and knocks them back.

Lightning Tether: Nalak tethers several players to him, inflicting 10000 Nature damage every 1 sec. and an additional 20000 Nature damage if they are greater than 30 yards from Nalak. Lasts 15 sec.

Oondasta

As the war against Lei Shen's island citadel began, Alliance and Horde scouts made an effort to intercept missives between the major Zandalari camps. One such exchange seemed to revolve around an unfamiliar Zandalari word, always surrounded by terms of conquest and power: Oondasta. Somewhere in Pandaria, the Zandalari Beast Ward raises their mighty beasts as engines of war, and is putting the finishing touches on this Loa-infused monstrosity. The exact location, however, remains unknown...

Crush: Oondasta crushes his current target, inflicting 462500 to 537500 Physical damage and reducing armor by 25% for 1 min. This effect stacks.

Alpha Male: Oondasta seeks only the most hearty challengers, making him immune to taunts, but also increasing tank-specced players' threat against him by 100%.

Frill Blast: Oondasta's armor is more than just for decoration, and can charge up this powerful blast that inflicts 800000 Fire damage to all players in a 60-yard hemisphere in front of Oondasta.

Piercing Roar: Oondasta unleashes a piercing roar, inflicting 200000 Physical damage to all players and interrupting spell-casting, preventing spells of that school from being cast for 10 sec.

Spiritfire Beam: Oondasta fires a beam of spiritfire energy at a player, inflicting 138750 to 161250 Fire damage and jumping to a nearby ally. Up to 20 players can be affected, with damage increasing by 50% with each jump.

Comments

Comment by misacki

on 2013-01-24T14:56:14-06:00

The mystery of Ra-Den is slowly getting unshrouded, so excited for more information.

Comment by gorocz

on 2013-01-24T15:01:44-06:00

And thousand of monks cried in agony over the yet another fist weapon drop :-((Yes, there's an agi mace too, but why not make agi mace and agi sword or axe? Why force fist weapons on us when we hate them so much?)

Comment by stym

on 2013-01-24T15:10:04-06:00

All of those bosses have fairly complex combat mechanisms. I dread the first couple weeks of LFR will be an aggravating series of chain wipes and intense frustration. And Gorocz? They are just putting placeholders of existing 5.0 raid weapons with an adjusted ilvl. There were no agility swords or axes in 5.0, which is why you don't see any in this list. I'm with you, though. I really want an agility sword.

Comment by perculia

on 2013-01-24T15:14:27-06:00

I'm sure there will be more weapon types added--this was just a teaser. It's just interesting to see how much an ilvl 522 or 541 weapon hits for.

Comment by Tush

on 2013-01-24T15:17:59-06:00

So we get str stamina spirit mace? And also where is my caster sword? I cant stand caster daggers. I can even mog them good looking...

I'm sure there will be more weapon types added--this was just a teaser. It's just interesting to see how much an ilvl 522 or 541 weapon hits for.

Well, from the agi weapons of the current tier, we (monks) have 1 polearm, 1 staff and 2 fist weapons. Amongst these teasers, there's a polearm, 1 fist weapon, 1 mace. We can be pretty sure, there's gonna be a staff too, for feral druids to have a choice and that's the same amount of weapons in 4/5 the number of encounters... The only way there's gonna be any more would be if rogues won't have 2 daggers, but a sword or an axe instead of one of them...

Comment by JoranBragi

on 2013-01-24T15:59:14-06:00

Did I seriously see an Agility Mace with spirit on it? And a strength mace with spirit too? Is that for your attacking healers?

Comment by Tush

on 2013-01-24T16:02:45-06:00

Did I seriously see an Agility Mace with spirit on it? And a strength mace with spirit too? Is that for your attacking healers?

I would have understood if this were Vanilla but this isnt so dafuq?

Comment by Billidan

on 2013-01-24T16:11:34-06:00

And thousand of monks cried in agony over the yet another fist weapon drop :-((Yes, there's an agi mace too, but why not make agi mace and agi sword or axe? Why force fist weapons on us when we hate them so much?)

Because Rogues, Monks, and Enh Shamans can use agi fist weapons.

Comment by gorocz

on 2013-01-24T16:23:52-06:00

Because Rogues, Monks, and Enh Shamans can use agi fist weapons.

So can we use 1h maces and axes and monks can actually see those... If you mean that agi 1h swords are unfair because enhas can't use them - monks can't use daggers and there were 2 of those last tier (I don't know if shammies would want to use daggers, I know there used to be some problem about them being too fast before but I was under the impression that all such prolems were solved with proc normalization)

Comment by sykero

on 2013-01-24T18:00:28-06:00

I really hope agility mace is the bis agi weapon when this patch hits. Then I can transmog it to any of the cool 1-hander models I would want. I would hate it if the agi fist was because the perma invis fist weapons on monks suck.

Comment by burningeagles

on 2013-01-24T20:41:08-06:00

So the 2-hand axe is the only one that will be sha-touched for that raid? Also under the loot tables for Sha of Anger and Salyis's Warband unless I missed it shouldn't each of the encounters have a mount listed as part of the loot? Other than I really hope that the 2-hand axe is going to be sha-touched, means I will probably get my bis weapon on dk sooner than most.

Comment by ZifnabOfPyran

on 2013-01-24T23:35:34-06:00

Tush

So we get str stamina spirit mace? And also where is my caster sword? I cant stand caster daggers. I can even mog them good looking...

Well in the words of Professor Farnsworth... or Putricide, since both seem to love giving good news to everyone. If you remember, Bliz has stated that they are going to relax the mog restrictions a bit so that for instance 1H swords can be mogged onto 1H Maces/Axes and possibly more. I would assume for casters that can use swords like Warlocks, Paladins, and Mages; should be able to mog a sword over a dagger in 5.2. I would hope so, because my lock just picked up that snazzy T5 inspired caster sword from Mount Hyjal about a month ago and would love to layer it onto its weapons. I do wonder if this would apply to shields and off hands for paladins and shamans as well?

Personally, since I'm tired of the ol' mainstay of giant Axe/Sword/Mace on my plate DPS classes, I may just mog polearms onto all of their 2H weapons. Or for the hell of it, find the one off 1H polearms for their 1H weapons.

Comment by 12omer

on 2013-01-25T08:12:08-06:00

Throne Of The Thunder King is really taking shape

Comment by Aquahoof

on 2013-01-25T08:27:38-06:00

i only wish torto's was a spirit beast pet, he looks pretty epic!

Comment by WordsofIvory

on 2013-01-25T09:03:39-06:00

Did I seriously see an Agility Mace with spirit on it? And a strength mace with spirit too? Is that for your attacking healers?

I would have understood if this were Vanilla but this isnt so dafuq?

PTR is PTR.

Comment by bettybae

on 2013-01-25T10:33:20-06:00

All of those bosses have fairly complex combat mechanisms. I dread the first couple weeks of LFR will be an aggravating series of chain wipes and intense frustration. And Gorocz? They are just putting placeholders of existing 5.0 raid weapons with an adjusted ilvl. There were no agility swords or axes in 5.0, which is why you don't see any in this list. I'm with you, though. I really want an agility sword.

I must agree. With all these mechanisms ( plus the insane amount of moving needed ), these bosses seem hard to beat even in a nerfed LFR environment. I think Blizz is setting the bar too high in this tier of progression...

Comment by awesomeman123

on 2013-01-25T23:45:22-06:00

Wait....does this mean that we need to give up one our Sha-Touched weapons because it looks like those could blow Shinka and Jinyu away!